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Returning 18 results for 'unholy water'.
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unfold water
monsters
Amphibious. The deep one archimandrite can breathe air and water.
Frenzied Rage. If a deep one archimandrite takes 15 or more damage from a single attack, it has advantage on all attack rolls and
gains a +4 bonus to all damage rolls until the end of its next turn. For the duration, it can make one Unholy Trident attack as a bonus action on its turn.Multiattack. The deep one archimandrite makes
monsters
Amphibious. The krake spawn can breathe air and water.Multiattack. The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks.
Bite. Melee Weapon
DC 17). Until this grapple ends, the target is restrained. The krake spawn has eight tentacles, each of which can grapple only one target.
Freezing Water Bolt. Ranged Spell Attack: +9;{"diceNotation
Monsters
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
some mishap. Denied the restorative power of these places, the vampires’ bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy
monsters
doused in holy water and ritually consecrated in a 1-hour ceremony or be the target of a dispel evil and good spell. If it isn’t, then the lenchtahg reappears in 6 days, emerging from a fiery
"} damage on a failed saving throw, or half as much damage on a successful one. The head can’t rejuvenate in a holy hallow spell’s area.
Water Aversion. If drenched in 5 gallons or more
Monsters
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
death and become an undead creature, potentially cheating the grave over and over.
This unholy order of priests was founded centuries ago by Osybus, a mysterious figure of unfathomable ambition and evil
Compendium
- Sources->Basic Rules
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
Compendium
- Sources->Player's Handbook
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
Compendium
- Sources->Dragon of Icespire Peak
water. Giants. Humanoid-like creatures that tower over humans and their kin. Humanoids. Bipedal peoples of the civilized and savage world, including humans, dwarves, elves, and halflings. Monstrosities
of necromantic magic or some unholy curse. Tags A creature might have one or more tags appended to its type, in parentheses. For example, a mimic has the monstrosity (shapechanger) type. These
compendium
- Sources->Tome of Beasts 1
Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids. Coastal Raiders. The deep ones keep to
Senses darkvision 120 ft., passive Perception 9
Languages Common, Void Speech
Challenge 2 (450 XP) Proficiency Bonus +2
Amphibious. The deep one can breathe air and water.
Frenzied Rage. If a
Compendium
- Sources->Monsters of the Multiverse
suffering some mishap. Denied the restorative power of these places, the vampires’ bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy
droplets wherever it goes. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In
Compendium
- Sources->Mordenkainen's Tome of Foes
only an unholy, insatiable thirst for blood remains. Blood Thief. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its
rains blood droplets wherever it goes. Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention
Compendium
- Sources->Ghosts of Saltmarsh
Landgrave’s Folly The temple at Landgrave’s Folly, shown in map 8.4, is in ruins and under 40 feet or more of water, though its weed-encrusted spire extends above the ocean surface even at high tide
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
Compendium
- Sources->Basic Rules
elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds
magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Tags A monster might have one or more tags appended
Compendium
- Sources->Ghosts of Saltmarsh
the water filling the hold deals no damage, but it catches the attention of the ghouls in the hold. The grate can be opened or broken through easily by anyone who recognizes its condition before
scuttle for cover. These areas contain nothing of interest. 10. Unholy Shrine The floor of this chamber is covered with runes written in blood. A circle has been carved into the floor’s wooden planks
Compendium
- Sources->Monster Manual
elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty
through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. MODIFYING
Compendium
- Sources->Candlekeep Mysteries
to the spores but take the time to wash themselves off with water suffer no ill effects. Development. If the characters are having trouble understanding the path that Xanthoria now walks, this is a
huge pool of stagnant water fills this cave. Blooms of glowing green algae drift on the surface while tiny, white bioluminescent fish flit around in the water.
The water has a layer of algae that
Compendium
- Sources->Ghosts of Saltmarsh
ounces of oil of slipperiness, three ounces of sovereign glue, three potions of water breathing, an immovable rod, a folding boat, a bag of holding containing several fishing nets and 500 feet of
forged an unholy pact with the demon lord Orcus. He and his crew never left survivors of their attacks, and his ship, Tammeraut, was the scourge of the seas. 23. Roof Heavy, overlapping slate tiles cover
Compendium
- Sources->Waterdeep: Dragon Heist
Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
preparing Ammalia’s poisoned feast in a cooking pavilion out on the estate’s sprawling lawn. C11. Pantry This room contains the following features: Casks of ale, fresh water, and cooking oil are stacked in